I was thinking about the scouting that we might want to do soon and decided to take an educated guess at the shape of our land mass.
First I went around and indentified all the "fogged" tiles that I could - it's pretty easy to see waves sloshing and sloped gridlines which define the coast.
The second step was generating a bunch of standard continents with 7 players and observing the general shape of the land, one observation is that it seems to greatly prefer vertical continents - it's rare for a continent to be wider than 30 tiles (our continent is at least 26 tiles wide).
The continents generator also seems to like creating "L" shaped continents sort of like this:
Altough it also doesn't mind creating oblongish continents perfect for 2 civs.
So to get to what our continent might look like.
The coastal tiles have been marked in blue while significant land tiles are marked in brown.
The arrows show my best guess of the shape of the land.
I think it's exceedingly unlikely that there will be any kind of long spit to the east or west - continents script doesn't tend to create that sort of land formation. I strongly suspect we have scouted nearly the entire width of our landmass (this would seem to be confirmed in the chat with vox logs where they say there's room for maybe 4 cities out that way...).
The mystery is up north, there is land and coast up there (again, waves and grid slope), indicating either islands or the continent extends fully to the north, where there may be plentiful room for 2 or more civs. So that's why there's two arrows, the blue one is for if the coast extends that way with the brown dot offshore being just an island, the brown line is if it's actually a big bay with land extending northwards.
I say we definitely need to send something up there for a better look. Spine Breaker might be a good choice or the next unit trained (either scout or skirmisher) could go scoutsies.
First I went around and indentified all the "fogged" tiles that I could - it's pretty easy to see waves sloshing and sloped gridlines which define the coast.
The second step was generating a bunch of standard continents with 7 players and observing the general shape of the land, one observation is that it seems to greatly prefer vertical continents - it's rare for a continent to be wider than 30 tiles (our continent is at least 26 tiles wide).
The continents generator also seems to like creating "L" shaped continents sort of like this:
Altough it also doesn't mind creating oblongish continents perfect for 2 civs.
So to get to what our continent might look like.
The coastal tiles have been marked in blue while significant land tiles are marked in brown.
The arrows show my best guess of the shape of the land.
I think it's exceedingly unlikely that there will be any kind of long spit to the east or west - continents script doesn't tend to create that sort of land formation. I strongly suspect we have scouted nearly the entire width of our landmass (this would seem to be confirmed in the chat with vox logs where they say there's room for maybe 4 cities out that way...).
The mystery is up north, there is land and coast up there (again, waves and grid slope), indicating either islands or the continent extends fully to the north, where there may be plentiful room for 2 or more civs. So that's why there's two arrows, the blue one is for if the coast extends that way with the brown dot offshore being just an island, the brown line is if it's actually a big bay with land extending northwards.
I say we definitely need to send something up there for a better look. Spine Breaker might be a good choice or the next unit trained (either scout or skirmisher) could go scoutsies.
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